Showing posts sorted by date for query known world. Sort by relevance Show all posts
Showing posts sorted by date for query known world. Sort by relevance Show all posts

Monday, June 30, 2025

Monstrous Mondays: Ghost Lights (Happy Birthday Mom!)

 It's Monstrous Monday again, but more importantly, it is my mom's birthday. Long-time readers will know that my mom was always very supportive of my D&D years, and she was the one who introduced me to horror.  She watched Dark Shadows and told us all the most blood-curdling stories when we were little kids. 

Here is one she loved, and based on some old Appalachian folklore. She told us stories of these things coming into homes and "dancing" around.

"Globe of Fire Descending into a Room" in "The Aerial World," by Dr. G. Hartwig, London, 1886. P. 267.

Ghost Light
Phantom of the Hills

Frequency: Very Rare
No. Appearing: 1–3
Armor Class: 4
Move: 12", Fly (24")
Hit Dice: 5+5
% in Lair: 5%
Treasure Type: D (found only at rest sites)
No. of Attacks: 1
Damage/Attack: 3d6 electrical
Special Attacks: Shockburst, Confusion Aura
Special Defenses: +1 or better weapon to hit; immune to lightning, fire, charm, sleep, and hold
Magic Resistance: 20%
Intelligence: Low to Average (6–9)
Alignment: Neutral
Size: S (2'–3' diameter sphere of light)
Psionic Ability: Nil
Level/XP Value: V/500 + 6/hp

Description: The Ghost Light is a mysterious, hovering ball of luminous energy, found in remote hills, haunted valleys, and fog-choked hollows. Tales of them span the misty ridges of the Blue Ridge Mountains, the Ozarks, and deep forests across the continent. Known by many names, hill lanterns, haint-lights, the watching eyes, they are most common where tragedy, battle, or disappearance has occurred.

A ghost light is softly radiant, its color ranging from blue-white to yellow or even reddish hues. It flickers and pulses with life-like motion, trailing across the air just above the ground, often seen at night but sometimes glimpsed at twilight or during storms. Locals say they are the souls of the lost, trapped between worlds, or elemental forces given wandering thought.

Combat: Though not malevolent by nature, ghost lights are territorial. If followed, disturbed, or attacked, they defend themselves with bursts of raw electrical force. Their touch lashes out in a 30-foot range and causes 3d6 damage (save vs. spells for half).

Once per day, a ghost light may unleash a Shockburst, a radiant electrical discharge in a 10' radius, dealing 5d6 damage (save vs. breath weapon for half). It uses this ability only if severely injured (below 50% hit points) or to escape.

Confusion Aura: Anyone within 30 feet of an active ghost light must save vs. spells or suffer mild confusion (as the confusion spell, but only for 1d4 rounds). Victims may wander off, become dazed, or follow the light against their will. This effect is subtle and described as a “pulling” or “beckoning” sensation.

Ghost lights feed on ambient magical energy, emotional residue, and lingering trauma. They are most active in areas associated with strong sorrow, betrayal, or storm-related deaths. Some say they are formed when a person dies alone in wild country and no proper rites are spoken.

They are neither wholly spirits nor elementals nor 1sae but a strange fusion of all, anomalous phenomena that exhibit traces of intelligence. A ghost light may guide, warn, or even protect travelers if approached with respect. On rare nights, multiple lights dance together like fireflies in some ancient, unknowable rite.

Legends

Old folk claim that if you follow a ghost light, it may lead you to:

  • the grave of someone forgotten
  • a lost treasure or hidden glen
  • your own doom, if your heart is false

Some witches, wise women, and druids seek them out to divine omens or bottle their essence in storm glass lanterns. Others fear them utterly.

--

Happy Birthday, Mom!

Friday, June 20, 2025

Fantasy Fridays: Dungeons & Dragons Rules Cyclopedia

Dungeons & Dragons Rules Cyclopedia (1991)
 While my Fantasy Fridays are overtly about featuring fantasy RPGs other than Dungeons & Dragons, I feel a pretty solid case can be made for this as a different game. The truth is that the 1991 edition of the Dungeons & Dragons Rules Cyclopedia is worthy of more love and attention. Well, at least more love and attention by me.

June, after all, has traditionally been my month to celebrate all things Basic-era D&D, and this is a perfect choice. 

Dungeons & Dragons Rules Cyclopedia (1991)

Edited by Aaron Allston and based on the work of Frank Mentzer, Dave Arneson, and Gary Gygax.

There’s something magical about the Dungeons & Dragons Rules Cyclopedia. It’s not just a book, it’s a time capsule. Released in 1991, this single volume condensed the sprawling BECM,  Basic/Expert/Companion/Master (excluding Immortals, which I'll address later) sets into one massive, 300+ page tome. When the standard was established and continues to be three-volume sets for AD&D/D&D, the Rules Cyclopedia broke the mold, providing everything in one book.

I have already gone on record stating that I didn't pick this up at the time, despite my initial interest in it. I was heavy into AD&D, and as a broke college student, and my drinking spending money was limited. 

Dungeons & Dragons Rules Cyclopedia

One Book to Rule Them All

Sort of. The Rules Cyclopedia was certainly an ambitious project. Take the well-loved BECMI pentalogy and try to rearrange it into a cohesive whole. By this point, we had already had the Original D&D game, which was reorganized into the Holmes Basic game, which was in turn re-edited into the B/X Moldvay/Cook/Marsh books, and then finally those gave rise to the Mentzer BECMI. There was a lot of play and a lot of history here to try to gather together.  The DNA of all of those works is still visible here.

If you are familiar with Basic D&D in its many forms (Basic, B/X, BECMI) you have four basic human classes: Cleric, Fighter, Magic-user, and Thief, and the three demi-human races (races was still used here, so let's stick with that) Dwarf, Elf, and Halfling. Human classes go to an impressive 36 levels. Demi-humans have level limits, but still have ways to improve with experience. There are a LOT of things characters can do in these 36 levels, too. Neutral Clerics can become Druids, Lawful Fighters can become Paladins, and there is more. Magic-users at 36th level get 81 total spell levels. There is a lot more like this. There is also a Mystic class, sorta like the D&D Monk. 

I also still feel that BECMI and the RC have some of the best high-level play advice in D&D. In truth, there is a lot of great "D&D" advice here that is great for any D&D edition, but obviously the best translation is to AD&D 1st ed. Some of this advice does exist in different wording in the DMG. But without all the High Gygaxian. And better organized. 

The trick here is, of course, not how the rules are the same, but how they are different. A great example is how dragons are handled. There are small, large, and huge sizes for starters. Something we would not see in AD&D until 2nd edition. Plus all sorts of Gemstone dragons which include the rulers of Dragons, Diamond, Pearl, and Opal. (An aside. What if the Dragons were divided like this: Pearl = Chaotic, Opal = Neutral, Diamond =Lawful, Bahamut = Good, Tiamat = Evil?)

Lots of fun monsters here and despite the lack of art (or maybe because of) there is a lot of intersting entries. The entry on Monster spellcasters is uniquely BECMI/RC and something I wish I had adapted more back in my AD&D games. 

The D&D planes are covered, similar to the AD&D planes. But only the inner planes are covered. 

Some of the best bits are cover the D&D Game World, Mystara, and the Known World. Here we see a departure from BECMI, where the game world was called Urt and was a living world. The map from the Expert Set is back for the Known World, which we learn on later maps is just a small section of the world. AND the Known World is Hollow, which was a revelation to me when I first read it. I rather love it. 

Appendix 2 covers conversions to and from AD&D, which is rather fun. 

D&D vs. AD&D

The character sheets are rather plain, to be honest. 

Immortals

I call this one out specifically, because it is one of the main differences between the Basic and Advanced games. In the D&D Rules Cyclopedia, Immortals are discussed, but specific Immortals are rarely mentioned.  Ka, Odin, and Atzanteotl, are mentioned by name and have appeared in other BECMI products over the years.  The conversion notes for D&D to AD&D 2nd Ed in the Cyclopedia gives us this little tidbit:

The Immortals of the D&D system and the deities of the AD&D system should not be converted between the game systems.

They were really set on the whole Immortals ≠ Gods thing. But this works for me since it is possible and even desirable for characters to become immortals. 

The most interesting parts cover the PCs' acquisition of immortality. We would see this again in D&D 4e, though in a different form, the idea is the same. 

Summary

I have not covered this book in detail and certainly not in the detail that it deserves. This is a masterpiece really. 

Larina Nix for D&D Rules Cyclopedia

Larina got her start as a witch in Glantri (the Country) and wanted to move to Glantri City to attend the city's magic school. Of course, this was before I picked up the Glantri Gazetteer. Who knows what I would have done with her had I bought that Gazetteer back then? 

For this I am going to use my "The Witch." While not exactly for the Rule Cyclopedia nor BECMI, but for "Basic-era games" going to level 36. It does work for this and honestly the book was created largely based on Larina as my major play-test character.

Larina by Jeff Dee
"Larina" by Jeff Dee
Larina Nix
36th Level Witch, Classical Tradition
Human Female

Strength: 10 (+0)
Intelligence: 18 (+3)
Wisdom: 18 (+3)
Dexterity: 12 (+0)
Constitution: 12 (+0)
Charisma: 18 (+3) * (+15% XP)

Death Ray or Poison: 2
Magic Wands: 2
Paralysis or Turn to Stone: 2
Dragon Breath: 2
Rod, Staff, or Spell: 2

THAC0: 6
Movement: 120 (40)

Occult Powers
1st level: Familiar ("Cotton Ball" Flying Cat)
Herb Use
7th level: Temporary Magic
13th level: Permanent Magic
19th level: Witch's Blessing
25th level: Ability Bonus
31st level: Timeless Body

Spells
Cantrips: Black Flame, Chill, Dancing Lights, Inflict Minor Wounds, Object Reading, Quick Sleeping
First Level: Bewitch I, Black Fire, Burning Hands, Charm Person, Endure Elements, Fey Sight,  Glamour, Read Languages, Concentration (Ritual)
Second Level: Alter Self, Candle of the Wise, Enhance Familiar, Ghost Touch, Hold Person, Produce Flame, Scare, Suggestion, Calling the Quarters (Ritual)
Third Level: Bestow Curse, Bewitch III, Clairvoyance, Danse Macabre, Dispel Magic, Fly, Scry, Tongues, Imbue Witch Ball (Ritual)
Fourth Level: Analyze Magic, Arcane Eye, Divination, Ethereal Projection, Intangible Cloak of Shadows, Mirror Talk, Phantom Lacerations, Spiritual Dagger, Drawing the Moon (Ritual)
Fifth Level: Bewitch V, Blade Dance, Death Curse, Dream, Endless Sleep, Eternal Charm Person, Hold Person, Primal Scream, Telekinesis
Sixth Level: Anti-magic Shell, Death Blade, Eye Bite, Find the Path, Greater Scry, Mass Agony, Mirror Walk, True Seeing, Legend Lore (Ritual)
Seventh Level: Ball of Sunshine, Breath of the Goddess, Death Aura, Etherealness, Greater Arcane Eye, Insanity, Wave of Mutilation, Widdershins Dance, Vision (Ritual)
Eighth Level: Astral Projection, Bewitch VIII, Damming Stare, Discern Location, Mystic Barrier, Prophesy, Wail of the Banshee, Descent of the Goddess (Ritual), Protection of the Goddess (Ritual)

Immortal Sphere: Energy

This is a good build. This is Larina right before her ascension to Immortality. If I review Wrath of the Immortals, then that is where I will go next.

Dungeons & Dragons Rules Cyclopedia with Larina

Who Should Play This Game?

Honestly, anyone who has ever played AD&D or played any version of D&D after this should give this a try. The rules are different enough to be a new experience and familiar enough to make it easy to get into. The Race-as-Class will feel odd to most other veterans of D&D, but it is such an important piece of D&D history that everyone should try out. 

The newer Print on Demand version is reasonably priced and easier to read than the previous versions, but it makes for a great choice for people who do not want to pay eBay prices for it. 

Links

The Known World

Print on Demand Review


Wednesday, May 14, 2025

Witchcraft Wednesdays: The Archwitch

Photo by Ferdinand Studio: https://www.pexels.com/photo/woman-in-a-costume-reading-a-book-3922111/
Photo by Ferdinand Studio

 Working on a new project. It should be pretty obvious, but I will wait for the full announcement. Among some of the features of this new project is the notion of "Advanced Classes." You have already seen these kinds of classes before. They are the Bard (PHB), Thief-Acrobat, the Archdruid (UA), and the Wizards of High Sorcery from the Dragonlance Adventures book. 

Mine, however, are all occult-based. I have already been play-testing a couple of them, some for a while, but today's is brand new. Based quite honestly on a dream I had Monday night/Tuesday morning. Though, the idea of the class has been running around my head for many years now.

Presently, I have four of these Advanced Classes worked out. Three for Witches and one for Magic-users.  I am toying around with about three-four others for other Advanced-era Classes/Sub-classes. 

ARCHWITCH

Advanced Class for Witches

The Archwitch is the culmination of a witch's arcane and spiritual mastery. Unlike common witches who deepen their craft through occult rites, the Archwitch transcends the circle, walking the border between witchcraft and wizardry. She gains insight into the deepest mysteries of magic and the cosmos, weaving both witch spells and high arcana into her grimoire. Figures such as Iggwilv, The Simbul, and Sagarassi exemplify this path. While many label them as mere magic-users, their roots lie firmly in the traditions of the witch.

Only those witches who have proven themselves through trial, wisdom, and power may take on the mantle of the Archwitch. This path is rare, and most witches never reach such heights.

Requirements

To become an Archwitch, a character must:

  • Be a Witch of at least 7th level.
  • Have an Intelligence of 17 or higher.
  • Complete a Great Working, an act of magical significance witnessed by their Patron or coven. Examples include banishing a demon lord, opening or sealing a planar gate, the construction of a powerful magic item or new spell or ritual, or binding a major spirit.
  • Be acknowledged as an Archwitch by their Patron or a gathering of at least three witches of 7th level or higher.

Restrictions

The character ceases to gain new Occult Powers granted to witches at levels 7, 13, and 19. These are replaced by Archwitch abilities.

Spellcasting

The Archwitch retains her full Witch spellcasting progression.

In addition, starting at Archwitch level 7, the Archwitch may select one Magic-User spell per spell level, beginning with 5th level magic-user spells and advancing with her own level. These are treated as bonus spells known, castable once per day each, and are cast using her own spells cast per day.

At level 11, the Archwitch gains the ability to cast one 9th-level Magic-User spell per day, chosen from a written copy in her Book of Shadows or from a scroll. This simulates her mastery of the highest arcane knowledge.

Note: There will be spell advancement tables for magic-user spells 1 through 9.

Archwitch Abilities

Mastery of the Veil (gained at level 7): Once per day, the Archwitch may combine two spells of 4th level or lower into a single casting. The casting time is doubled and both material components must be used. The effects occur simultaneously but must be directed at the same target or area.

Arcane Communion (gained at level 9): Once per week, the Archwitch may enter a trance to commune directly with her Patron or a cosmic force, gaining insight similar to the Commune spell. Additionally, she becomes immune to confusion and feeblemind effects.

Unbound by Circles (gained at level 11): The Archwitch may cast a 9th-level Magic-User spell once per day, provided she has access to the spell in a written form. This spell does not count against her daily limit of learned Magic-User spells. This ability reflects her transcendence of mortal limitations and entry into the ranks of true arcane legends.

Role and Influence

The Archwitch is no longer bound to any single coven, though she may lead one. Her word carries power in the witching world. She is often sought for advice, feared by enemies, and respected by peers. Her Patron may grant visions or quests of great import. In some traditions, the appearance of an Archwitch heralds the turning of an age.

Only a handful of witches per century achieve this status. Their names are remembered in spellbooks and whispered in ritual.

Experience Progression and Saving Throws

The Archwitch continues to use the Witch's experience table, attack matrix, and saving throws.

Multi-Class and Dual-Class Use

The Archwitch path is only open to single-classed Witches. Dual-classed characters must complete all level requirements before entry. Elves and other multi-classed races may not become Archwitches unless the campaign permits exceptions.

Optional Rule – Ritual Ascension: At the DM's discretion, the transition to Archwitch may require an in-game ritual, quest, or magical confrontation. This may include astral travel, defeating a rival Archwitch, or recovering a lost grimoire.


Friday, May 2, 2025

Fantasy Fridays: The Dark Eye

The Dark Eye
I am concluding Walpurgis Week with the perfect game for both Walpurgis Week and Fantasy Fridays, Germany's own The Dark Eye.

I have known about this game for a while, both The Dark Eye and the original German Das Schwarze Auge. I always wanted to own the original German, having taken German in both high school and college, but not using a language for, well, longer than I care to admit, you lose it. Das tut mir leid.

The Dark Eye always attracted me as a sort of darker fantasy RPG.  A game where Mirkwood is replaced by the Black Forest.  

I picked the 2nd Printing of the English edition at my local game auction.  I grabbed the core rules and a bunch of add-ons that I suspect came from Kickstarter. There is a lot, and it all looks so good. There is even a basic QuickStart.

The Dark Eye - Core Rules

Hardcover & PDF. 414 pages. Full-color cover and interior art (and all of it is gorgeous).

For the purposes of this review, I am considering both my hardcover version and the PDF from DriveThruRPG.

There is so much about this book and game that I love. Before I go into my deep dive I want to say that this game is wonderfully crunchy; this is not a rules-light game. BUT, and I can't stress this enough, it works so well here.  This easily could have come across as an artifact of the mid-80s with some early 2000s notions added on, but it doesn't. It actually all holds together rather well. I can well imagine that this is what D&D would have been like if instead of the wilds of Wisconsin it grew up in the wilds of Germany.  In both cases, the beer and brats would have been good. The adventuring world, Aventuria (and I will be discussing that more), is a dark place but the characters seem lighter for it. It is a nice antidote for the "Grimdark" worlds where the characters are equally grim. 

Chapter 1: Introduction 

This chapter gives us the basics of the game including what an RPGs are. We also get some background on the adventuring land of Aventuria including the lands of Middenrealm and surrounding lands. There is a nice map too. We get a brief on all the gods and demigods and even the five major dragons of the world. 

Chapter 2: Basic Rules

Covers what it says, basic rules. The game mostly uses d6s and d20s. There are eight attributes; Courage (Cou), Sagacity (Sag), Intuition (Int), Charisma (Cha), Dexterity (Dex), Agility (Agl), Constitution (Con), and Strength (Con). Remember I said it was wonderfully crunchy. Attribute checks are rolled on a 1d20, rolling under their score. Pretty easy. There are modifiers to these rolls, as expected. A roll of "1" is a success, and "20" is a botch.  If a modifier ever brings an attribute below "1" then it can't be attempted. This chapter also covers the basics of Skill checks and combat. 

There are also various Conditions, like confusion, pain, paralysis and so on that also modify various rolls and even combat and movement. 

I think this great to have all of this up front since it helps with the Character Creation section next.

Chapter 3: Hero Creation

This chapter details character creation. There are 15 steps outlined. Sounds like a lot, but character creation is quite detailed. It is a 4-page character sheet after all. There are many human cultures that provide some roleplaying differences and some mechanical ones. Additionally, there are Elven and Dwarven cultures too. By Step 5 we are getting to allocating points to our Attributes. Going pretty fast so far. This is a point-buy system and like many modern RPGs you can set caps on attributes and the total number of points.  You can choose a Profession (detailed in Chapter 6), as well as choosing Advantages and Disadvantages. You can then modify abilities, calculate combat techniques, choose any special abilities, calculate your derived characteristics, buy equipment, choose your starting age and name. 

There are some sample characters given and some details of how they were made. With all these cultures, professions, advantages, and disadvantages you can make a wide variety of characters. 

I created one for a Character Creation Challenge. The process was long but really fun. I was reminded of both factors while working on Larina below.

Make no mistake here. Character creation takes a long time. There is a lot going on here. While there are no classes, even with the aid of professions character creation will take up a good part of Session 0. 

Chapter 4: Races

This gets into detail on the races available to us. In addition to the Humans, Elves, and Dwarves we have met there are also Half-Elves (who use elf or human culture). They seem to conform to pretty much what you would expect them to. The attraction of this game though is again, the deep lore and connection to the setting. These are not Tolkien elves and dwarves, nor are they Forgotten Realms, Skyrim, or Pathfinder ones. They are, on the surface, familiar and also very much their own thing.

Chapter 5: Cultures

Cultures are the more important aspect of your character's background. So there is more on culture than on race. The cultures are highly detailed and have some Earth analogues, but not exact copies which is nice. There is a good overview on Wikipedia.

Toad Witch
Chapter 6: Professions

These are the "not classes" of The Dark Eye. And there are a lot of them here. They are divided into three types: Mundane, Magical, and Blessed.

Mundanes include Bard, Courtier, Gladiator, Guard, Healer, Hunter, Knight, Mercenary, Merchant, Performer, Rogue, Sailor, Spy, Tribal Warrior, and Warrior. 

Magical professions are: Spellweaver, Wyldrunner, Cat Witch, Raven Witch, Toad Witch (three witches!), Black Mage, Gray Mage, Guildless Mage, and White Mage.

Blessed professions are your cleric and religious types. They are: Blessed One of Boron, Blessed One of Hesinde, Blessed One of Peraine, Blessed One of Phex, Blessed One of Praios, and Blessed One of Rondra. Or, the various gods of the land, but not all of them.

Chapter 7: Advantages and Disadvantages

This covers the same lists found in character creation, but much more detail.

I am a huge fan of Advantages and Disadvantages. We used them all the time in Unisystem and became a great mechanic. I would love to see them ported over to D&D in someway.  But I guess modern D&D has feats, so there is that. These are great here and hit all the ones I expect to see.

Chapter 8: Skills and Chapter 9: Combat

Both chapters deal with how to run skills, non-combat, and combat, respectively.  Chapter 8, like Chapter 7, provides more detail than what was presented in Character Creation, Chapter 3.

Chapter 10: Magic

My favorite part of any fantasy RPG is Magic. This one is no exception. In the Dark Eye we have two basic methods of controlling arcane power, Spellcasting and Rituals. 

Now various spell-casting checks rely on different combinations of attributes, so no one mage is going to be great at everything unless all their attribute are high. Point-buy mostly assures this won't happen. Magic is a highly detailed affair, as to be expected. So one magic-using class is certainly not like the other. 

There are rules for traditions, artifacts, illusions. Just tons of details here. It is certainly one of the most robust magic systems I have seen in a while. Even elves have a complete different set of magics. 

And of course, there are spell listings. 

Chapter 11: Works of the Gods

This is similar to the Magic chapter, but for the Blessed Ones.  The magic here has different mechanics as to be expected really. While the "Spells" are largely similar format (for ease of reading) they feel very different.

Chapter 12: Detailed Rules

Covers all sorts of other rules. Healing, disease, poisons, heat and cold, and gaining experience. Also how Arcane Energy and Karma are replenished. 

Chapter 13: Bestiary

My next favorite chapter after Magic is usually this one, and it's great. We get all sorts of demons, elementals, animals, and familiars listed here. There is obviously room for much more. The monsters are built like characters, so they have similar stat blocks.

Chapter 14: Equipment

All the gear your characters will need.

Chapter 15: Game Tips

Both tips for the Players and the GMs. Kudos to them showing apples as the game snack.

Appendix

This includes a checklist for optional rules (with page numbers), common abbreviations, and tables.

There is just SO MUCH with this game.

The Dark Eye RPG

I am overjoyed AND overwhelmed with all the options.  I can easily see why this game is so popular here and in Germany.  It is a game I would love to do more with. There is just so much material to be had, both to buy and for free. There is even a Community Content section for fan-produced works.

I could spend another year with it and still be finding something new. My only regret is not having anyone I can play this one with.  Well. I suppose I will mine it for ideas.

Larina Nix for the Dark Eye

A fantasy RPG with a dedicated witch class? Of course, I am going to try to build Larina here. I am opting to go with an older and more powerful version of her here with the Legendary experience level. It gives me a good idea of what progression is like in this game. 

Larina Nix by Agregor
Larina Nix
Female Human Middenrealmer Cat Witch

COU 14
SGC 15
INT 16
CHA 18
DEX 10
AGI 12
CON 13
STR 9

Life Points 34
Arcane Energy 45
Karma -
Spirit 2
Toughness 1
Dodge 6
Initiative 13+1d6

Fate Points 3
Social Standing 2 (Free)

Experience Level: Legendary (2,100 AP)

Advantages
Spellcaster, Good Looks (II), Increased Arcane Energy (VII), Increased Life Points (III), Socially Adaptable, Rich (VI)

Disadvantages
Bad Habit (Bites Nails), Annoyed by Minor Spirits, Afraid of Fire (I), Negative Trait (Obsessed with Magic)

Special Abilities
Tradition (Witch), Language & Literacy, Flying Balm, Connection to Familiar, Forbidden Portals

Languages
Cyclopean, Alaani, Alaani Script, Middenrealmer (native)

Skills
Physical: Body Control 4, Climbing 4, Dancing 12, Flying 12, Perception 12, Singing 14, Stealth
Social: Disguise 3, Empathy 12, Etiquette 5, Fast-Talk 4, Intimidate 6, Seduction 14
Nature: Animal Lore 6, Plant Lore 12, Survival 4
Knowledge: Astronomy 15, Magical Lore 20, Math 14, Myths & Legends 12, Religions 12
Craft: Alchemy 12, Artistic Ability 12, Clothworking 1, Metalworking 1, Music 12, Prepare Food 6, Treat Disease 6, Treat Soul 6, Treat Wounds 6, Woodworking 1

Not Larina, but really close
Not Larina, but really close. p 345
Combat Techniques
Brawling 7, Daggers 7 (melee) 6 (ranged)

Familiar
"Wattebausch" (Cat)
SA: First Among Equals

Spells
Cat Eyes 6
Harmless Shape 5
Fighting Stick 4
Odem 4
Gaze into the Mind 6
Satvarian's Splendor 5
Witch's Bile 4
Witch's Claws 4
Analyze Arcane 6
Corpofesso 4
Motoricus 4
Transversalis 6

Rituals
Call Djinn

Cantrips
Lucky Fingers
Rainbow Eyes

Age: 37
Birthday: Travia 25
Social Status: Free
Hair: Red
Eyes: Blue
Height: 5'4"

The Dark Eye character sheets for Larina

The Dark Eye character sheets for Larina

I like this version quite a lot. For role-playing ideas, I based this one largely on the version of her I ran over last summer in Blue Rose. 

Character creation is best done with the people you are going to game with. Not because the characters are mechanically tied to each other, but rather it is all too easy to make a character that is great at one thing and terrible at all others. Larina here is a great magic character and a very good (maybe even great) social character. When it comes to combat, though, she is rather terrible. She is going to have to rely on her charms to get through. But that is fine really, The Dark Eye is not a combat-focused game. Oh, you can, no doubt, but there is so much more here. 

I spent about 500 AP on skills alone and about that on Spells and Rituals. I have a handful left, but I rounded down to keep my math in check. I didn't buy any equipment or weapons other than a dagger and a broom. 

Who Should Play This Game?

This game may not be everyone's cup of tea, but it is perfect for some groups. 

For me, I love it. The game is amazing, really, and it looks great. Production-wise, it can go toe-to-toe with D&D 5e. It is deep, gorgeous, and there is history here. I am so disappointed that more people don't play it, and I am more disappointed that *I* don't get to play it more.

So, who should play this game? Everyone. Everyone should try this game. Under the caveat that you should try it with a Game Master who knows the game well and can help speed you along some of the crunchier bits.

Could this Game Replace D&D?

That depends. It has everything to play the same sorts of games that people playing D&D want. In fact while going through it all I can't help but think that Strixhaven would fare better under the rules for The Dark Eye. I have also already taken the adventure Witch's Dance and ported it over to D&D/OSR. While power levels are different, with characters in The Dark Eye scaled down from their D&D counterparts.

In it's home country of Germany, Das Schwarze Auge has already replaced D&D for many and is the "generic" for Fantasy RPGs, much like saying D&D is here. 

The setting is deep and rich. The art is gorgeous. The customization options for characters is outstanding. The only thing holding it back is how crunchy it is. Figuring out skills was like dealing with AD&D 1st Ed proficiency bonuses. Yes, it got a lot easier as you went on. Same with spells. But that initial learning curve will be more than many will want to do. 

In any case, it is still an excellent game. I wish it got more love here in the States.

Links

Friday, March 14, 2025

Fantasy Fridays: Hyperborea 3rd Edition

 Welcome to my first proper Fantasy Fridays. For this first one I want to feature one of my favorite fantasy RPGs. It is Jeffrey Talanian's Hyperborea RPG, now in its 3rd Edition.

I keep coming back to this game time and time again for good reason, it is just a fantastic game.

Hyperborea Player's ManualHyperborea Referee's Manual

This game has the feel of first Edition AD&D in a "Dying Earth" style setting. It is part Jack Vance's Dying Earth, but a greater part of Clark Ashton Smith's "Zothique." The world is old, cold, and dying.

The first edition was a boxed set of three books, and the second edition was a single massive tome. The third edition is now two separate books.

I have all three and have reviewed them all.  I'll throw some links below to the reviews and other characters, here is the the latest, the third edition, which sits nicely on my shelves with my AD&D books.

HYPERBOREA Player's Manual
HYPERBOREA Player's Manual

PDF and Hardcover. 324 pages. Color cover, black & white art with full color art pages.

For my review, I am going to be considering the hardcover from the Kickstarter and the PDFs from DriveThruRPG.

The book starts with the credits, acknowledgments, and dedication to John Eric Holmes, the author/editor of the "Holmes" Basic edition. 

Chapter 1: Introduction this covers what this game is and what RPGs in general are. This is important and worth a read since it sets the stage for what sort of sub-genre this game covers, "swords, sorcery, and weird science-fantasy."  The classics of Swords and Sorcery are covered here briefly and how they add to the feeling of this game. This is pure Howard, Lovecraft, and Smith.

Chapter 2: Character Generation covers character creation. This chapter is brief covering of what you can do with the five chapters.  This also has a listing of the common "facts" known to every character. There is a section on leveling up. 

Chapter 3: Statistics or the "rolling up characters" chapter. The six recognizable methods are presented here. The most common of course is Method III; roll 4d6 drop the lowest.  We also have the same six attributes we have always had.

Each class has a "Fighting Ability" (FA) and a "Casting Ability" (CA) which relates to attacks. So yes, even magicians can get a little better in combat as they go up in level.  It's a great little shorthand and works great.  So a 4th level Fighter has a fighting ability of 4. A 4th level magician still only has a fighting ability of 1 and a cleric 3 and thief 3.  Subclasses can and do vary.

AC is descending (like old school games), BUT with the Fighting Ability stat it could be converted to an ascending AC easily.

Chapter 4: Classes We still have our Basic Four; Fighter, Magician, Cleric, and Thief.  Each also gets a number of subclasses.  Fighters get Barbarian, Berserker, Cataphract, Huntsman, Paladin, Ranger, and Warlock.  The Magician has Cryomancer, Illusionist, Necromancer, Pyromancer, and Witch. The Cleric has the Druid, Monk, Priest, Runegraver, and Shaman.  Finally, the Thief has the Assassin, Bard, Legerdemainist, Purloiner, and Scout.  

Each subclass is very much like its parent classes with some changes.  The classes look pretty well balanced.


HYPERBOREA Witch

Chapter 5: Background This covers all the things about the character that "happened" before they were characters.

Races are dealt with first. They include Amazons, Atlanteans, Esquimaux, Hyperboreans, Ixians, Kelts, Kimmerians, Lemurians, Picts, and Vikings along with the catch-all "Common" race of man.  No elves or dwarves here. Physique is also covered. 

Alignment is a simpler affair of Lawful Good, Lawful Evil, Chaotic Good, Chaotic Evil, and Neutral.

Along with race, there are various languages the characters can learn/know.  There are also gods here, an interesting mix of Greek, Lovecraftian, Norse, and Smith gods. 

There are background skills and weapon skills. Though I misread "charcoaler" as "chocolatier," and now I want a character with this background. 

Chapter 6: Equipment Or the "let's go shopping" chapter.  If you missed the "to hit modifiers vs. armor types/AC" in AD&D then I have a treat for you. Weapons here are more detailed than they were in previous editions of HYPERBOREA; or at least more detailed than my memory of the older editions.  Just checked, this one is much more detailed. 

Chapter 7: Sorcery This is our spell chapter but it also covers alchemy. Spells are split up by character class. Spells are limit to 6th level since classes are all limited to 12 levels. Spell descriptions are all alphabetical. This covers about 75 pages.  

Chapter 8: Adventure. This chapter improves over the previous editions. It covers all sorts of adventure topics like hirelings and henchmen, climbing, doors, nonstandard actions, time and movement.

Chapter 9: Combat. All sorts of combat topics are covered. Critical hits, unarmed combat, mounted combat and more. Damage and madness are also covered. The madness section is small and not really designed to mimic the real world. 

Appendix A: Name Generator. Pretty useful, really, to get the right feel of the game. Afterall "Bob the Barbarian" isn't going to cut it here. 

Appendix B: Lordship and Strongholds. What each class and subclass gains as a Lord or Lady of their chosen strongholds.  There is a great section on creating strongholds as well.

Appendix C: Cooperative Gaming. This covers how well to play in a group.

Appendix D: OGL Statement. This is our OGL statement.

These appendices (with the exception of D) are all new. 

There is also a great index.

So I will admit I was unsure about backing the 3rd Edition of HYPERBOREA.  I have the 1st and 2nd Editions and they have served me well over the last few years.  This edition brings enough new material to the table that it really is the definitive version of the game. 

The leatherette covers are really nice and I am happy I waited for it. Since the Player's and Ref's books are now separate, I could, if I wanted, pick up another Player's book.

The art is great. There are some reused pieces and still plenty of new ones. It uses the art well and helps set the tone of the game.

Leatherette covers

HYPERBOREA Referee's Manual

HYPERBOREA Referee's Manual

PDF and Hardcover. 308 pages. Color cover, black & white art with full-color art pages.

Chapter 10: Introduction Again, this is our introduction this time for the Game Master or Referee's point of view. What the Referee does for the game and more. 

Chapter 11: Refereeing This get's into the Game Mastering process in detail. This covers grant experience for the characters and setting up the campaign. 

Chapter 12: Bestiary Our monster section and truthfully one of my favorites. The expected ones are here, but there are also plenty of new ones.  This covers roughly 130 pages.  There are interesting new takes on some classic "D&D" monsters, plus many new ones like a bunch of new "lesser" and "sublunary" demons. The format is most similar to Basic or Labyrinth Lord, and it is full of the usual suspects with some Lovecraftian Horrors, and even remnants of alien and bygone ages. "Demons" are here, but no devils. 

Dæmons

Chapter 13: Treasure Covers treasure types and magical treasure. Among the magic items are things like Radium Pistols and other sc-fi artifacts. Very pulpy. It also includes some rules on scribing spell and protection scrolls. There is even a small section on Alchemy in Hyperborea. Very useful to have really.

Chapter 14: Gazetteer.  The lands are a pastiche of Howard, Vance, Lovecraft, and Smith.  If these names mean anything to you, then you know or have an idea, of what you are going to get here.  This section has been greatly expanded from the previous editions. Included here are the gods again and a little more on religion.  Basically, you get the idea that gods are either something you swear by (or to) or get sacrificed to by crazy cultists.  So yeah, you know I am a fan.

Appendix A: Weather in Hyperborea. Likely more important here than, say, other game worlds. Weather in Hyperborea is dangerous. 

Appendix B: Hazards of Hyperborea. There are horrible things waiting for you in Hyperborea and they are not all monsters or the weather. 

Appendix C: Waterborne Expeditions. Covers waterborne adventures and combat. 

Appendix D: Warfare and Siege. Your characters have built their strongholds. Now someone wants to know it down.  Here are the rules.

Appendix E: OGL Statement. The OGL statement for this book.

Since the 2nd edition, nearly every aspect of this game has been expanded, some sections more than others, but it is a great upgrade.

The art throughout is very evocative of the setting. Mighty thewed barbarians, shining knights, elderly and eldritch wizards. 

Larina Nix for Hyperborea 3rd Edition

A dedicated witch class? Yes please! That means I want to try out Larina here. Now I have tried other witch characters with the Hyperborea rules, but to build my iconic witch is something of a full test for me and a game. 

Larina at the End of Time

Larina Nix

Female Kelt Witch 12th level

Alignment: Neutral (Lawful)

ST 9 [+0 +0 2:6 4%]
DX 12 [+0 +0 3:6 4%]
CN 12 [+0 +0 75% 2:6 4%]
IN 18 [+3 95%, Bonus Spells 1, 2, 3, 4]
WS 18 [+2]
CH 18 [+3 12 +1]

Age: 30s
AC: 1 (Cloak of Darkness, Bracers of Defense)
HD: d4
hp: 27
FA: 5
CA: 12
#Attacks: 1/1
Damage: 1d4+3 (dagger+3), 1d6 (staff)
SV: 11 (+2 Transformation, +2 Sorcery)
ML: 12

Abilities
Alchemy, Brew Decoction, Familiar, Read Magic, Scroll Use, Scroll Writing, Sorcery, Dance of Beguilement, Effigy, Henchmen, Broom Enchantment, Ladyship, Witch's Apprentice

Spells
First level (5+1): Charm Person, Detect Magic, Mending, Shocking Grasp, Sleep, Write Spell (Charm Person in ring)
Second level (5+1): Bless, Extrasensory Perception, Hold Person, Identity, Ray of Enfeeblement, Shatter, (Ungovernable Hideous Laughter in ring)
Third level (4+1): Dispel Magic, Phantasm, Tongues, Witch Fire, Wind Wall, (Starlight in ring)
Fourth level (4+1): Gylph of Warding, Moonlight, Mirror Mirror, Sorcerer Eye, (Transfer Wounds in ring)
Fifth level (3): Anti-magic Shell, Control Winds, Shadow Conjuration
Sixth level (2): Control Weather, See

Languages: Common, Keltic (Goidelic), Hellenic (Greek), Old Norse, Speak with the Dead, Speak with Nature Spirits
Size: M (Height: 5'4", 125 lbs)
Move: 40
Saving Throw Modifiers: Transformation +2, Sorcery +2
Secondary Skill: Scribe
God: Lunaqqua

Flying Cat ("Cotton Ball"): AL N; SZ S; MV 10 (Fly 80); DX 15; AC 7; HD 1/4 (hp 5); #AT 3/1 (claw, claw, bite); D 1/1/1; SV 17; ML 5; XP 11

Normal Gear
Clothing, daggers (2), backpack, woolen blanket, chalk, ink and quill, polished steel mirror, incendiary oil, parchment (4), soft leather pouch (2), small sack (2), tinderbox, torches (2), wineskin (wine), writing stick, iron rations (one week), spellbook (contains all prepared spells), 5 gp, 15 sp, gems (100gp)

Magic Items
Bracers of Defense, Ring of Spell Storing (4 spells), Ring of Telekinesis (100 lbs), Wand of Magic Missiles, Wand of Lightning Bolts, Bonded Broom, Cloak of Shadows, Gem of Brightness, Horn of Blasting (Thor), Copper Skull Necklace 

I like this version. So who is this Larina? This is Larina at the End of Time. She has all the memories of her past lives and often gets lost in them. Not really remembering who, or when, she is. She lives alone in her witch's cottage with her, yet unnamed apprentice. This is not the Witch-Queen Larina, this is something lesser and far older.

She would make for a great NPC for the next time I run this game.

Larina sheets for Hyperborea

Who Should Play This Game?

Anyone that enjoyed First Edition AD&D but liked the level limits of B/X D&D. Humans abound here, so if you like playing anything other than a human, you might not have as much fun. Also, the world is bleak and dying. This is not a time of heroes to make for a better day; better days are past. This is a time to survive against brutal odds and in the face of an uncaring universe. 

Also, play this if you loved the works of Jack Vance, H.P. Lovecraft, and especially Clark Ashton Smith. 

There is also a pretty good online community for this game, so support and advice are often a click or two away.

This is one of the games that I play the least but want to play the most. I love everything about it. It combines so many of my favorite things in one game that I am hard pressed to think of something I would have done differently.  Well...maybe go to level 14 so I could map it onto my Basic-era games plans a bit better.  

Links

Wednesday, March 5, 2025

Witchcraft Wednesday: More Witches on TV

A Discovery of Witches
 This past week, I finished a couple of newer witch-related TV shows. One was because we watched it all, and the other was because I just couldn't finish it. Both were based on popular books.

A Discovery of Witches

This was the treatment of Deborah Harkness's books. I read book 1 and book 2 some time back and had issues with them, enough that I avoided the series until now. But my wife wanted to watch it, and who am I to say no? 

Well. I am happy to report that the series was much better than the books. A lot of what annoyed me about the books was lessened or done differently when it hit the small screen. Diana Bishop was much more assertive in this, and any issues she had with being uncertain about the world of "creatures" were just that: uncertainty about a world she had chosen not to participate in not because she deflected to Matthew all the time. She even showed off some power which was nice. 

The casting was good, really, with Alex Kingston as a constant favorite. Matthew Goode performed well as the vampire Matthew Clairmont, making him much more interesting than he was on the page. Teresa Palmer was good as the witch Diana, though often I felt the script worked against the part she was trying to play. There were moments when the Diana I wanted to see came out. But maybe my expectations were out of line. Swedish actress Malin Buska was Finnish witch Satu Järvinen, who got a much larger role in television. Honestly, I wanted a lot more of her. Even Emily gets better treatment here, even though she still dies in the end of Season 2/Book 2. But it was not an empty, off stage death like it was in the books.

They made a little more sense of the time travel aspects, which is good, cause the book made zero sense. Still the rules of Diana's Time-Walking are a bit fuzzy.

I can't judge how well the story in Season 3 stuck to the events in Book 3, but it was much better than expected series. It also was nice to watch a series with a proper beginning, middle, and end. 

It was produced by Doctor Who's Bad Wolf Studio, which also gave us the televised version of "His Dark Materials" (for more great witch moments). Netflix described it as "Outlander meets Twilight," and that is fair. 

All in all, it was enjoyable and redeemed the books in my mind. I mean, I am not going back to re-read them, but the bad after-taste is gone.

Mayfair Witches
Mayfair Witches

I really, really, REALLY wanted to enjoy this one. The AMC version of "Interview with a Vampire" has been great even with, or maybe because of, the changes. And I loved Anne Rice's Mayfair Witches books. Well...the first two anyway. And I adore Alexandra Daddario, who I still hope will get to play Zatanna one day soon.

But this show is a train wreck. Ok, the casting is great really. Harry Hamlin is brilliant as Cortland Mayfair, Beth Grant gave us a Carlotta Mayfair you both want to hate and understand at the same time. 

But there are just so many places where this show doesn't fall short; it falls right on its face.

Lasher is just annoying. Not the evil pervasive influence in the lives of the Mayfairs, but more like a stalker boyfriend or that ghost Beverly Crusher was having sex with in Star Trek: The Next Generation. 

And where the hell is Michael Curry? Some other characters are missing or seem to be merged with others. For example, Ciprien Grieve seems to be a combination between Aaron Lightner and Michael Curry. 

There is also a fair share of "idiot plot" here, the characters, who should be smarter than this, doing stupid things. 

I am not sure how far I am in this one, but I am ready to bail. I mean it has been 25+ years since I read these books, maybe my opinion of them could be less favorable now, but the series is just not great. 

Netflix still has a few more witch series I can check out, maybe one of the European ones I should check out.

Tidelands
Honorable (??) mention, Tidelands

Ok. I am slightly embarrassed to admit this one. 

Described as "beautiful garbage" by IMDB it is really an excuse to watch attractive Australian people run around without any clothes on. It deals with a group of people known as "Tidelanders" who are the offspring of sirens. They have a drug smuggling operation to fund their Queen's (Elsa Pataky) search for an ancient Sumerian (sure why not) clay horn that summons sirens (their mothers) and maybe destroys all the men in world? or Humans? Not clear. There is a rogue Tidelander, Cal aka Caliope (Charlotte Best), who spent 10 years in jail for a murder her human mother set her up for. She is really a powerful Tidelander and her brother (full human) sells all the drugs. 

Cal takes a lot of showers, a lot of baths, has sex with a lot of people and learns that the Queen wants her dead. 

The series ends on a cliffhanger and that was from 2018. Though given the lifespan of Tidelanders Season 2 could take place 10 from now. 

Why mention it? Well, it came up on my suggested watching and I was done with Mayfair Witches. My wife and binged watched the whole thing just to see how bad it would be. Spoiler it was bad. But like I said beautiful garbage. 

Maybe I should go back to watching questionable and dubious documentaries on Tubi.

Use in NIGHT SHIFT

I think I have done witches in NIGHT SHIFT, but the idea of Tidelanders, or more specifically the offspring of sirens or mermaids, has not been done by me.

Photo by Polina Tankilevitch
Photo by Polina Tankilevitch
Daughters of Tiamat

I'll take the Sumerian horn seriously for a minute and say that these half-sirens are offspring of the ancient Goddess Tiamat. Back when she was spawning monsters to fight the new Gods, one of her creatures was the Siren. Their role was to seduce and kill Tiamat's enemies. They also worshipped Dagon, but their ancestry is from Tiamat.

Sirens (full or half) gain the following abilities.

Saving Throws: Sirens gain +3 to Toughness Saving throws. This increases by +1 per 3 levels (3, 6, 9, etc.)

Ability Bonus: Sirens gain +1 to Strength and +1 to Toughness. This may raise their abilities above 20.

Sea Adapted: Sirens can breathe air or water with equal ease. Full-blooded sirens adapt quickly, while half-sirens need one round to fully adapt to breathing the new element. Additionally, Sirens can see in darker depths and withstand the pressures of deep-sea life.

Charming Voice: Sirens can charm as per the spell. Once per day per the number of character levels the siren has.

Slow Aging: Sirens age slower than humans to age of about 300 years. Subject to their Feed (below).

The Feed: Sirens must return to the water, particularly the oceans or seas, or they will begin to lose their abilities and age like humans. Abilities are lost at random for each month, whether the half-siren is land-bound or each day, the full-blooded siren is.

Many sirens also believe that they must lure a human to the water to drown. In truth, they are compelled to do so, and they do derive pleasure from the act, but it is not required to keep their powers. 

Thursday, February 20, 2025

This Old Dragon: Issue #176

Dragon Issue #176
 Time once again to dip into the box of old Dragon Magazines under my desk. Today's magazine takes us back to December 1991. AD&D 2nd Edition is the new kid on the block, but there are still AD&D 1st ed holdovers. Hook and Star Trek VI: The Undiscovered Country are ruling the box office. In the US Michael Jackson's "Black or White" knocks out the superior (in my opinion) "Set Adrift on Memory Bliss" by P.M. Dawn. And on the magazine racks and shelves is Issue #176 of This Old Dragon.

As was common in the 1990s, this is a "feature" issue, and this month's feature was elves. Always a winner, to be honest. The cover art featuring elves fighting a group of goblins and gnolls, comes to us via Lissanne Lake. She would go on to do work for White Wolf and the Affliction: Salem 1692 game. 

The cover also tells me there is a Giant poster inside. But my issue doesn't have that. Neither does my Dragon DC-ROMs. A search reveals it to be a poster of the cover of Dragon #166.

Open to an ad for GDW's Dark Conspiracy. Nice to still see ads for other companies and games here. There is also an ad for "The NEW Easy to Master" Dungeons & Dragons Basic boxed set.  I covered this set a while back and it is fun.

Letters covers the concerns over the lack of a proper African campaign setting or myths in D&D, which  the new Egyptian art in the AD&D 2nd Ed Legends and Lore getting a particular call out. 

Is that Isis or Freya?
Is that Isis or Freya?

Dragon responds back with various excuses where a "Yeah, you are right, we should do better" would have been enough. 

Roger Moore's Editorial touches on this in a way. Providing some forward-thinking on how we should deal with people who are different from us, be that other ethnicities or other species (in D&D and ShadowRun terms). He does point to Star Trek the Next Generation as an example. 

More ads. Which, and lets be honest, are as fun as the articles. In this one for Waldenbooks (pour one out all you Otherworlds and Preferred Reader members out there!) and has some new D&D books on the way. One if the Ravenloft Van Richten's Guide to Vampires...and Other Undead. Ok so the content and cover changed from this to publication. Not the first time we have seen this. Nor the last.

We now get into our featured section on the Elves.

Servants of the Seldarine by Chris Perry covers and updates what we know about the gods and goddess of the Elves (and Drow) to AD&D 2nd Edition, with a bit of a lean in to the Forgotten Realms. I also have Monster Mythology sitting here on my desk for my next foray into the Realms, along with The Drow of the Underdark, so this is timely. This article predates Monster Mythology. While the information here for elven specialty priests will be superseded by newer books, the information is great to have and I'll add it to my cache of random Realms lore

If You Need Help - Ask the Drow! from Ed Greenwood and Steven E. Schend also adds more to the total of Realms lore. This time, obviously, about the Drow. This article also ties in with FOR2 The Drwo of the Underdark. There is a map of the Promenade of Elistraee, the "good" Drow Goddess and covers her specialty priests in more detail. 

And that appears to be it for the elves special feature. 

Forum covers some of the topics of the day, as usual, mostly related to past issues. The topic de jour deals with "psycho-pathic players" from issue #172's Forum. I am unsure if the authors' mean "players" or "characters."  The examples do lean in on characters, but the players have something to do with it. No advice is given really. 

Friend of the Other Side Bruce Heard is up with his Voyage of the Princess Ark, now up to Part 23. If you love Mystara/The Known World as much as I do then these are great reads. Nothing sets the tone for the BECMI line quite as well as these do. There is fiction here, but enough playable crunch to keep me coming back for more. 

The Convention Calendar gives us the run-down on the latest gaming conventions of the Winter of 91-92. None local to me though.

Ad for Vampire the Masquerade. Wonder if it will do well?

Spike Y. Jones has advice for "dressing up" your modern games in Propping Up Your Campaign. Though I can't see any GM wearing a suit and tie to a game session. Though there is some fun advice here. Among the things it suggests is raiding your little brother's toy box (with permission). A whiel back we did a huge cleaning and took a bunch of old toys from when the kids were little to WINGS. We kept anything that might be good for D&D props like toy dinosaurs and even some weird knock-off Pokemon and Yugioh toys we bought on a trip to Chicago's China Town. 

TSR Previews covers what is new for December 1991 and January 1992. Your mail-in registration for Gen Con 1992 is on the next page. Early bird entries much be post marked by January 31, 1992. 

The Lessers (Hartley, Patricia and Kirk) are back in The Role of Computers. Games covered are Heart of China (5 stars), J.B. Harlod Murder Club (4 stars), Phantasy Star III (4 stars), A-10 Tank Killer (5 stars), and Space Quest IIII (4 stars). 

Michael G. Ryan gives us this month's fiction piece, Time for an Experiment

Doug Niles is up with Role-Playing Reviews. He covers The Awful Green Things from Outer Space by Tom Wham and from Steven Jackson Games. This is an update of the same game that appeared in the pages of Dragon #28 all the way back in 1979. Niles still loves it. The Scotland Yard game from Ravensburger (German company fairly well known for their puzzles today) is a "whodunit" game where the players track down "Mr. X." It honestly sounds fun. He also covers the Battle of the Bulge game from who else, Avalon Hill. 

Marvel-Phile is up with lesser known characters like La Bandera, Windshear, and Witchfire. Ok, so I did already know Witchfire.

Ah. I knew thos toys we saved would come in handy! Gregory W. Detwiler gives us prehistoric beasts in Playing in the Paleozoic. These are AD&D 2nd Ed monster stats, but not the full monster listings with Combat and Habitat/Ecology sections. Still. We went to the Field Museum and the Illinois State Museum more times than I can recall. So we have tons of plastic prehistoric monsters here. This one is fun!

Playing in the Paleozoic

Skip Williams is up with Sage Advice. This time, covering the effects of various wizard spells. 

Not a review, not an ad, but somewhere in between is Novel Ideas by Marlys Heeszel. This time we cover the new R. A. Salvatore novel Canticle.

David Wise updates us on the AD&D Collector Cards in The Game Wizards

DragonMirth has our comics for the month including Yamara and Twilight Empire. 

Gamers Guide has our small ads. Ads for play-by-mail games (those will soon die out), music tracks for your games on cassette. Wargames West has their ad. A couple of ads look like they were printed out on a Macintosh pritner. Sign of the times. 

We end with Robert Bigelow's reviews of new minis in Through the Looking Glass. At the time of this issue I had maybe one or two minis I had saved up for. I read this ad now on a desk covered in all the minis I have been printing from our 3D printer. Currently all the lords of the Hels and then some are sitting here waiting for a coat of primer. 

So. A fun issue really, but the "special feature" was a little weak even if the articles themselves were pretty good. Loved the Paleozoic monsters the most really. 

Wednesday, February 19, 2025

Review: The Forgotten Realms Atlas

The Forgotten Realms Atlas
 Last month I presented a few characters from Grenda's collection of Forgotten Realms material. It got me thinking I needed to continue my exploration of the Realms.  Among the books in his collection is the amazing The Forgotten Realms Atlas. Under normal circumstances at this point in my exploration of a new world I would go right to a publication like this. The fact that it is the next book in chronological order and it was part of my friend's collection makes it an even better choice. 

The Forgotten Realms Atlas (2e)

1990. By Karen Wynn Fonstad. Forewords by Ed Greenwood and Jeff Grubb. 178 pages.

Before I get into this book, I have a few words about Karen Wynn Fonstad. She is not a name usually associated with the Realms, but she is a "name." Prior to this book, she had given us the equally extensive Atlas of the Dragonlance World. She came to these via her work on The Atlas of Middle-Earth, The Atlas of Pern, and the Atlas of The Land from "Chronicles of Thomas Covenant." All epic works of cartography and staples of the Science Fiction and Fantasy Book Club during the 1980s.  All her books have a similar feel to them, and all are meticulously well-researched. She had been the Director of Cartographic Services at the University of Wisconsin–Oshkosh and had fallen in love with Tolkien's world back in 1975.  I don't know if she felt the same love for Toril, Krynn or Pern, but her work in all three was top-notch. She passed in 2005 at the young age of 59. She was remembered fondly in the New York Times this past January, nearly 20 years after her death.

The Atlas itself is a massive work. The book itself is 178 pages, with 3-color art. The only illustrations in the book are Fonstad's maps and there is nearly a map per page. These are not just geographical maps of places, there are maps of towns, homes, castles, even standing stones on the Moonshae islands. Everything is footnoted and cross referenced. 

It covers all the Forgotten Realms products, novels and RPG sources, up that point. So it is pretty comprehensive. 

The atlas is divided into four major sections.

Part One: Regions

This covers the large regions of the known world of the Forgotten Realms circa 1990. It includes large area maps of the Western Realms (most familiar) north and south, the Hordelands, and the Eastern Realms where Kara-Tur had been newly re-set. 

Part Two: The Moonshae Isles

This covers the Moonshaes and the places (and events) of the Darkwater Trilogy novels. I should probably read those at some point. The level of detail here is rather amazing, to be honest, and you do get the feel that this is a living, breathing world. 

Part Three: The North and West

Again, the areas most familiar even to the most casual Realms fan. Though, while I admit that now I am likely more than a casual fan, the amount of detail here is staggering to me. There is so much I don't know here. Reading it makes me feel like I have missed a lot since there are many references to the novels. I know I am never going to ever read everything Forgotten Realms, but this does make me appreciate the in-world and real-world history here.

Part Four: The Western Heartlands

This is the bulk of the book and is just packed. Here, I am further outside of the areas I know. Hell, even the areas I know I know I don't know well. But I think I am going to come back to this book very often.

The Forgotten Realms Atlas

Honestly. This book is a treasure. I had flipped through a copy of Fonstad's Atlas of Middle of Earth years ago and was blown away by it. I have the same feeling here. It is almost too much to take in at once.

Her References alone would be the basis of a great adventure, academically speaking, to read up on the Realms from 35 years ago. It is more than I could ever hope to read and still manage to get all my other reading in! But it also gives me ideas of other products to review, beyond what I already have.